Vespid Stingwing Strain (Dark Crusade)

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
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Dawn of War Squad
Vespid Stingwing Strain
VespidStingWing.jpg
Race Tau
Version Dark Crusade v1.2
Build Info
Tau vespid auxiliaries icon.jpg
Hotkey V
Build Cost Resource requisition.gif 150 Resource power.gif 30  Resource cap infantry.gif 2
Build Time 18 s
Built From Cadre Headquarters
Squad Size 3/5
Requires Tau Barracks or Kroot Barracks
Limit 1
Unit Stats
Hitpoints 330/1
Armour Infantry Heavy Medium
Morale 300/10/150
Death Penalty -17.5
Unit Mass 10
Move Speed 25
Sight Radius 20 (detection 30)
Reinforcement
Reinforce Cost Resource requisition.gif 50 Resource power.gif 10 
Reinforce Time 12 s
Weapons
Ranged Vespid Neutron Blaster
Melee Vespid Claw



Contents

Vespid Stingwing Strain

One of the Tau army's auxiliary troops, these wasp-like colony insectoids have been incorporated into the Tau Empire as part of the Greater Good philosophy, where they act as quick demolitionists and disruptors.

Vespids cannot capture Strategic Points.

Tactics

Vespids are most useful as a harassment unit at the beginning of a game. They can be obtained very quickly, just 45 seconds into the match if the Tau Barracks is built by two Earth Caste Builders right away. They come out with both of their combat abilities already, and their Jump Packs only require a quick and cheap research at the Cadre Headquarters. They can be in harassing enemy troops in less than a minute, and once backed up by a Tau Commander they make an almost unbeatable team capable of destroying light buildings and light infantry with ease.

Vespids can make 3 jumps, making them very useful for getting to the enemy base quickly, and also for getting themselves out of unfavorable situations. Ideally, they should make a bee-line for the enemy base and attack anything weak - their Destabilization ability can allow them to take out small, lightly armoured structures such as Plasma Generators provided they can stick around to use their melee claws on the weakened building. They can also make opportunist attacks on construction units, strategic point cappers, and incomplete structures.

Vespids are the earliest Tau units that can detect infiltrated enemies. Although Pathfinders may surpass them in sight and detection radius, Vespids have the advantage of mobility and can be made more durable with the addition of a Vespid Strain Leader. This allows them to quickly reach the infiltrated units and make a fast exit if they encounter heavy fire. Their ability to detect, combined with their destabilization ability, makes them the ideal unit for quickly finding and destroying Eldar Webway Gates, as they can work solo and move from one area to another quickly.

It's worth noting that in a standard fight Vespids are poor against most types of targets - given their high cost, Vespids have low health and inflict little damage. They can disrupt certain enemy troops well however, both by jumping into the middle of ranged specialists to tie them up, and also through use of their Sonic Pulse ability.

Squad Leaders

Max Squad Leaders Allowed: 1

Vespid Strain Leader

Vespid Strain Leader Hotkey: L
Tau vespid leader icon.jpg Cost Resource requisition.gif 75 Resource power.gif 25  Build Time 30 s
Requirements Path to Enlightenment
Effects Increases all squad members' health by 50%

Abilities

Jump Packs

Jump Packs Hotkey: J
Jump.jpg Requires Jump Packs Research
Target Types Terrain
Range 70
Area of effect None Cooldown time 30 s
Effects The Vespids quickly jumps over any intervening terrain to another location. At full charge the Vespid Stingwing Strain will have three jumps available, requiring 90 s to recharge from empty.

Destabilization

Destabilization Hotkey: D
Tau devour icon.jpg Requires Nothing
Target Types Any enemy building
Range 3
Area of effect 0 Cooldown time 45 s
Effects Deals a constant 200 damage over 10 s to the target building and causes it to take 50% more melee and ranged damage for those 10 s.

Sonic Pulse

Sonic Pulse Hotkey: S
Tau sonic pulse icon.jpg Requires Nothing
Target Types Any
Range 0
Area of effect 15 Cooldown time 60 s
Effects Sends out a double sonic pulse that deals a constant 50 damage and 30 morale damage for each pulse to all units in the area of effect around the Vespid Strain. Also has a very strong knockback effect on infantry units (35-65 force).

Weapons

Vespid Neutron Blaster

Vespid Neutron Blaster
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 4.9 9.9 9.0 7.4 5.8 3.3 2.5 2.1 2.1 NA 3.3 2.5 2.1 5.8 2.1 3.5 10.05 22 25 3

Cost Default Weapon Range 20 Setup Time 0 s
Build Time Default Weapon Accuracy 70% Refire Rate 1 s
Area of Effect 0 Requires Nothing

Vespid Claw

Vespid Claw
MeleeStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 6.7 13.4 12.3 10.1 7.8 5.6 3.4 2.8 2.8 NA 20.2 9.0 2.8 7.8 2.8 7 10 14 18 2

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy 70% Refire Rate 0.5 s
Area of Effect 0 Requires Nothing

Researchable Upgrades

Jump Packs Research

Jump Packs Research Hotkey: J
Tau anti grav.jpg Cost Resource requisition.gif 50 Resource power.gif 25  Research Time 20 s
Researched From Cadre Headquarters
Requires Nothing
Effects




The Dawn of War Player's Guide

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